//========= Copyright ? 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================

// view/refresh setup functions

#include <string.h>

#include "hud.h"

#include "pm_math.h"

#include "cl_util.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"

#include "entity_state.h"
#include "cl_entity.h"
#include "ref_params.h"
#include "in_defs.h" // PITCH YAW ROLL

#include "pm_movevars.h"
#include "pm_shared.h"
#include "pm_defs.h"
#include "pm_debug.h"
#include "pmtrace.h"

#include "event_api.h"
#include "screenfade.h"
#include "shake.h"
#include "hltv.h"
#include "r_studioint.h"
#include "com_model.h"
#include "kbutton.h"
#include "input.h"

namespace cl {

int PM_GetVisEntInfo(int ent);
int PM_GetPhysEntInfo(int ent);
void InterpolateAngles(float *start, float *end, float *output, float frac);

float	vJumpOrigin[3];
float	vJumpAngles[3];


extern engine_studio_api_t IEngineStudio;
}

#ifdef XASH_STATIC_GAMELIB
int DLLEXPORT CL_IsThirdPerson_CL( void );
#else
int DLLEXPORT CL_IsThirdPerson( void );
#endif

using namespace cl;

/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.
*/

extern cvar_t	*chase_active;
extern cvar_t	*scr_ofsx, *scr_ofsy, *scr_ofsz;

namespace cl {
extern cvar_t    *cl_forwardspeed;
extern cvar_t    *cl_vsmoothing;
}

#define	CAM_MODE_RELAX		1
#define CAM_MODE_FOCUS		2

vec3_t v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles, ev_punchangle;
Vector dead_viewangles( 0, 0, 0 ); // fake viewangles, for fixing
float  v_frametime, v_lastDistance;
float  v_cameraRelaxAngle	= 5.0f;
float  v_cameraFocusAngle	= 35.0f;
int	   v_cameraMode = CAM_MODE_FOCUS;
bool   v_resetCamera = 1;

cvar_t	*scr_ofsx;
cvar_t	*scr_ofsy;
cvar_t	*scr_ofsz;

cvar_t	*v_centermove;
cvar_t	*v_centerspeed;

cvar_t  *cl_csgoviewmode;
cvar_t	*cl_weaponlag;
cvar_t	*cl_bobcycle;
cvar_t	*cl_bob;
cvar_t	*cl_bobup;
cvar_t	*cl_waterdist;
cvar_t	*cl_chasedist;

// These cvars are not registered (so users can't cheat), so set the ->value field directly
// Register these cvars in V_Init() if needed for easy tweaking
cvar_t	v_iyaw_cycle		= {"v_iyaw_cycle", "2", 0, 2, NULL};
cvar_t	v_iroll_cycle		= {"v_iroll_cycle", "0.5", 0, 0.5, NULL};
cvar_t	v_ipitch_cycle		= {"v_ipitch_cycle", "1", 0, 1, NULL};
cvar_t	v_iyaw_level		= {"v_iyaw_level", "0.3", 0, 0.3, NULL};
cvar_t	v_iroll_level		= {"v_iroll_level", "0.1", 0, 0.1, NULL};
cvar_t	v_ipitch_level		= {"v_ipitch_level", "0.3", 0, 0.3, NULL};

float	v_idlescale;  // used by TFC for concussion grenade effect
/*TEMPENTITY* g_pDualSwordEffect1 = nullptr;
TEMPENTITY* g_pDualSwordEffect2 = nullptr;*/
#ifdef XASH_64BIT
#define BAD_ENT_PTR 0xFFFFFFFFFFFFFFFF
#else
#define BAD_ENT_PTR 0xFFFFFFFF
#endif


//=============================================================================
/*
void V_NormalizeAngles( float *angles )
{
	int i;
	// Normalize angles
	for ( i = 0; i < 3; i++ )
	{
		if ( angles[i] > 180.0 )
		{
			angles[i] -= 360.0;
		}
		else if ( angles[i] < -180.0 )
		{
			angles[i] += 360.0;
		}
	}
}
*/
/*
===================
V_InterpolateAngles

Interpolate Euler angles.
FIXME:  Use Quaternions to avoid discontinuities
Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be )
===================
*/
/*
void V_InterpolateAngles( float *start, float *end, float *output, float frac )
{
	int i;
	float ang1, ang2;
	float d;

	V_NormalizeAngles( start );
	V_NormalizeAngles( end );

	for ( i = 0 ; i < 3 ; i++ )
	{
		ang1 = start[i];
		ang2 = end[i];

		d = ang2 - ang1;
		if ( d > 180 )
		{
			d -= 360;
		}
		else if ( d < -180 )
		{
			d += 360;
		}

		output[i] = ang1 + d * frac;
	}

	V_NormalizeAngles( output );
} */

// Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear
float V_CalcBob ( struct ref_params_s *pparams )
{
	static	double	bobtime;
	static float	bob;
	float	cycle;
	static float	lasttime;
	vec3_t	vel;

	cl_entity_t* viewentity = gEngfuncs.GetLocalPlayer();

	if ( pparams->onground == -1 ||
		 pparams->time == lasttime )
	{
		// just use old value
		return bob;
	}

	lasttime = pparams->time;

	bobtime += pparams->frametime;
	cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value;
	cycle /= cl_bobcycle->value;

	if ( cycle < cl_bobup->value )
	{
		cycle = M_PI * cycle / cl_bobup->value;
	}
	else
	{
		cycle = M_PI + M_PI * ( cycle - cl_bobup->value )/( 1.0 - cl_bobup->value );
	}

	// bob is proportional to simulated velocity in the xy plane
	// (don't count Z, or jumping messes it up)
	VectorCopy( pparams->simvel, vel );
	vel[2] = 0;

	bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
	bob = bob * 0.3 + bob * 0.7 * sin(cycle);
	bob = min( bob, 4.0f );
	bob = max( bob, -7.0f );
	//bob += DotProduct(viewentity->curstate->velocity, forward) / pev->maxspeed
	return bob;

}

float V_CalcBob1(struct ref_params_s* pparams)
{
	static	double	bobtime;
	static float	bob;
	float	cycle;
	static float	lasttime;
	vec3_t	vel;

	cl_entity_t* viewentity = gEngfuncs.GetLocalPlayer();

	if (pparams->onground == -1 ||
		pparams->time == lasttime)
	{
		// just use old value
		return bob;
	}

	lasttime = pparams->time;

	bobtime += pparams->frametime;
	/*cycle = bobtime - (int)(bobtime / cl_bobcycle->value) * cl_bobcycle->value;
	cycle /= cl_bobcycle->value;

	if (cycle < cl_bobup->value)
	{
		cycle = M_PI * cycle / cl_bobup->value;
	}
	else
	{
		cycle = M_PI + M_PI * (cycle - cl_bobup->value) / (1.0 - cl_bobup->value);
	}
	*/
	// bob is proportional to simulated velocity in the xy plane
	// (don't count Z, or jumping messes it up)
	VectorCopy(pparams->simvel, vel);
	vel[2] = 0;

	bob = sqrt(vel[0] * vel[0] + vel[1] * vel[1]) * cl_bob->value;
	//bob = bob * 0.3 + bob * 0.7 * tanh(cycle);
	/*bob = min(bob, 4.0f);
	bob = max(bob, -7.0f);*/
	//bob += DotProduct(viewentity->curstate->velocity, forward) / pev->maxspeed
	return bob;

}

//
// V_CalcViewModelLag
//
void V_CalcViewModelLag(ref_params_t* pparams, Vector& origin, Vector& angles, const Vector& original_angles)
{
	static Vector m_vecLastFacing;
	Vector vOriginalOrigin = origin;
	Vector vOriginalAngles = angles;

	// Calculate our drift
	Vector forward, right, up;

	AngleVectors(angles, forward, right, up);

	if (pparams->frametime != 0.0f)	// not in paused
	{
		Vector vDifference;

		vDifference = forward - m_vecLastFacing;

		float flSpeed = 5.0f;

		// If we start to lag too far behind, we'll increase the "catch up" speed.
		// Solves the problem with fast cl_yawspeed, m_yaw or joysticks rotating quickly.
		// The old code would slam lastfacing with origin causing the viewmodel to pop to a new position
		float flDiff = vDifference.Length();

		if ((flDiff > cl_weaponlag->value) && (cl_weaponlag->value > 0.0f))
		{
			float flScale = flDiff / cl_weaponlag->value;
			flSpeed *= flScale;
		}

		// FIXME:  Needs to be predictable?
		m_vecLastFacing = m_vecLastFacing + vDifference * (flSpeed * pparams->frametime);
		// Make sure it doesn't grow out of control!!!
		m_vecLastFacing = m_vecLastFacing.Normalize();
		origin = origin + (vDifference * -1.0f) * flSpeed;
	}

	AngleVectors(original_angles, forward, right, up);

	float pitch = original_angles[PITCH];

	if (pitch > 180.0f)
	{
		pitch -= 360.0f;
	}
	else if (pitch < -180.0f)
	{
		pitch += 360.0f;
	}

	if (cl_weaponlag->value <= 0.0f)
	{
		origin = vOriginalOrigin;
		angles = vOriginalAngles;
	}
	else
	{
		// FIXME: These are the old settings that caused too many exposed polys on some models
		origin = origin + forward * (-pitch * 0.035f);
		origin = origin + right * (-pitch * 0.03f);
		origin = origin + up * (-pitch * 0.02f);
	}
}

/*
===============
V_CalcRoll
Used by view and sv_user
===============
*/
float V_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspeed )
{
	float   sign;
	float   side;
	float   value;
	vec3_t  forward, right, up;

	AngleVectors ( angles, forward, right, up );

	side = DotProduct (velocity, right);
	sign = side < 0 ? -1 : 1;
	side = fabs( side );

	value = rollangle;
	if (side < rollspeed)
	{
		side = side * value / rollspeed;
	}
	else
	{
		side = value;
	}
	return side * sign;
}
#if 0
typedef struct pitchdrift_s
{
	float		pitchvel;
	int			nodrift;
	float		driftmove;
	double		laststop;
} pitchdrift_t;

static pitchdrift_t pd;

void V_StartPitchDrift( void )
{
	if ( pd.laststop == gEngfuncs.GetClientTime() )
	{
		return;		// something else is keeping it from drifting
	}

	if ( pd.nodrift || !pd.pitchvel )
	{
		pd.pitchvel = v_centerspeed->value;
		pd.nodrift = 0;
		pd.driftmove = 0;
	}
}

void V_StopPitchDrift ( void )
{
	pd.laststop = gEngfuncs.GetClientTime();
	pd.nodrift = 1;
	pd.pitchvel = 0;
}

/*
===============
V_DriftPitch

Moves the client pitch angle towards idealpitch sent by the server.

If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
===============
*/
void V_DriftPitch ( struct ref_params_s *pparams )
{
	float		delta, move;

	if ( gEngfuncs.IsNoClipping() || !pparams->onground || pparams->demoplayback || pparams->spectator )
	{
		pd.driftmove = 0;
		pd.pitchvel = 0;
		return;
	}

	// don't count small mouse motion
	if (pd.nodrift)
	{
		if ( fabs( pparams->cmd->forwardmove ) < cl_forwardspeed->value )
			pd.driftmove = 0;
		else
			pd.driftmove += pparams->frametime;

		if ( pd.driftmove > v_centermove->value)
		{
			V_StartPitchDrift ();
		}
		return;
	}

	delta = pparams->idealpitch - pparams->cl_viewangles[PITCH];

	if (!delta)
	{
		pd.pitchvel = 0;
		return;
	}

	move = pparams->frametime * pd.pitchvel;
	pd.pitchvel += pparams->frametime * v_centerspeed->value;

	if (delta > 0)
	{
		if (move > delta)
		{
			pd.pitchvel = 0;
			move = delta;
		}
		pparams->cl_viewangles[PITCH] += move;
	}
	else if (delta < 0)
	{
		if (move > -delta)
		{
			pd.pitchvel = 0;
			move = -delta;
		}
		pparams->cl_viewangles[PITCH] -= move;
	}
}
#endif
/*
==============================================================================
						VIEW RENDERING
==============================================================================
*/

/*
=============
V_DropPunchAngle

=============
*/
void V_DropPunchAngle ( float frametime, vec3_t &ev_punchangle )
{
	float	len;

	len = VectorNormalize ( ev_punchangle );
	len -= (10.0 + len * 0.5) * frametime;
	len = max( len, 0.0f );
	VectorScale ( ev_punchangle, len, ev_punchangle );
}


/*
==================
V_CalcGunAngle
==================
*/
void V_CalcGunAngle ( struct ref_params_s *pparams )
{
	cl_entity_t *viewent;

	viewent = gEngfuncs.GetViewModel();
	if ( !viewent )
		return;

	viewent->angles[YAW]   =  pparams->viewangles[YAW]   + pparams->crosshairangle[YAW];
	viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25;
	viewent->angles[ROLL]  -= v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;

	// don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view.
	viewent->angles[PITCH] -= v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * (v_ipitch_level.value * 0.5);
	viewent->angles[YAW]   -= v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;

	VectorCopy( viewent->angles, viewent->curstate.angles );
	VectorCopy( viewent->angles, viewent->latched.prevangles );
}

/*
==============
V_AddIdle

Idle swaying
==============
*/
void V_AddIdle ( struct ref_params_s *pparams )
{
	pparams->viewangles[ROLL]  += v_idlescale * sin(pparams->time * v_iroll_cycle.value) * v_iroll_level.value;
	pparams->viewangles[PITCH] += v_idlescale * sin(pparams->time * v_ipitch_cycle.value) * v_ipitch_level.value;
	pparams->viewangles[YAW]   += v_idlescale * sin(pparams->time * v_iyaw_cycle.value) * v_iyaw_level.value;
}


/*
==============
V_CalcViewRoll

Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll ( struct ref_params_s *pparams )
{
	float		side;
	cl_entity_t *viewentity;

	viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
	if ( !viewentity )
		return;

	side = V_CalcRoll ( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed );

	pparams->viewangles[ROLL] += side;

	if ( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) )
	{
		// only roll the view if the player is dead and the viewheight[2] is nonzero
		// this is so deadcam in multiplayer will work.
		pparams->viewangles[ROLL] = 80;	// dead view angle
		return;
	}
}


/*
==================
V_CalcIntermissionRefdef

==================
*/
void V_CalcIntermissionRefdef ( struct ref_params_s *pparams )
{
	cl_entity_t	*view;
	float		old;

	// view is the weapon model (only visible from inside body)
	view = gEngfuncs.GetViewModel();

	VectorCopy ( pparams->simorg, pparams->vieworg );
	VectorCopy ( pparams->cl_viewangles, pparams->viewangles );

	view->model = NULL;

	// allways idle in intermission
	old = v_idlescale;
	v_idlescale = 1;

	V_AddIdle ( pparams );

	if ( gEngfuncs.IsSpectateOnly() )
	{
		// in HLTV we must go to 'intermission' position by ourself
		VectorCopy( gHUD.m_Spectator.m_cameraOrigin, pparams->vieworg );
		VectorCopy( gHUD.m_Spectator.m_cameraAngles, pparams->viewangles );
	}

	v_idlescale = old;

	v_cl_angles = pparams->cl_viewangles;
	v_origin = pparams->vieworg;
	v_angles = pparams->viewangles;
}

#define ORIGIN_BACKUP 64
#define ORIGIN_MASK ( ORIGIN_BACKUP - 1 )

struct viewinterp_t
{
	float Origins[ ORIGIN_BACKUP ][3];
	float OriginTime[ ORIGIN_BACKUP ];

	float Angles[ ORIGIN_BACKUP ][3];
	float AngleTime[ ORIGIN_BACKUP ];

	int CurrentOrigin;
	int CurrentAngle;
};

/*
==================
V_CalcRefdef

==================
*/
void V_CalcNormalRefdef ( struct ref_params_s *pparams )
{
	cl_entity_t		*ent, *view;
	int				i;
	int idx;
	vec3_t			angles;
	float			bob, waterOffset, bob1;
	static viewinterp_t		ViewInterp;

	static float oldz = 0;
	static float lasttime;

	vec3_t camAngles, camForward, camRight, camUp;
	cl_entity_t *pwater;

	//V_DriftPitch ( pparams );

	if ( gEngfuncs.IsSpectateOnly() )
	{
		ent = gEngfuncs.GetEntityByIndex( g_iUser2 );
	}
	else
	{
		// ent is the player model ( visible when out of body )
		ent = gEngfuncs.GetLocalPlayer();
		idx = gEngfuncs.GetLocalPlayer()->index;
	}

	// view is the weapon model (only visible from inside body)
	view = gEngfuncs.GetViewModel();

	/*if (g_PlayerExtraInfo[idx].dead && !g_iUser2)
	{
		if (g_pDualSwordEffect1)
		{
			g_pDualSwordEffect1->die = 0.0;
			g_pDualSwordEffect1 = NULL;
		}
		if (g_pDualSwordEffect2)
		{
			g_pDualSwordEffect2->die = 0.0;
			g_pDualSwordEffect2 = NULL;
		}
	}

	if (view)
	{
		if (view->model->name)
		{
			if (strstr(view->model->name, "v_dualsword"))
			{	
				if (!g_pDualSwordEffect1)
				{
					struct model_s* model;

					model = IEngineStudio.Mod_ForName("sprites/ef_dualsword_left.spr", 0);

					g_pDualSwordEffect1 = gEngfuncs.pEfxAPI->CL_TempEntAllocHigh(view->attachment[1], model);

					g_pDualSwordEffect1->entity.curstate.rendermode = kRenderTransAdd;
					g_pDualSwordEffect1->entity.curstate.renderamt = 255;
					g_pDualSwordEffect1->entity.curstate.renderfx = 0;
					g_pDualSwordEffect1->entity.curstate.scale = 0.036;
					g_pDualSwordEffect1->entity.curstate.framerate = 20;

					g_pDualSwordEffect1->frameMax = 30;
					g_pDualSwordEffect1->die = gHUD.m_flTime + 9999.0f;

					g_pDualSwordEffect1->flags |= FTENT_PERSIST | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP;
				}

				if (!g_pDualSwordEffect2)
				{
					struct model_s* model;

					model = IEngineStudio.Mod_ForName("sprites/ef_dualsword_right.spr", 0);


					g_pDualSwordEffect2 = gEngfuncs.pEfxAPI->CL_TempEntAllocHigh(view->attachment[0], model);

					g_pDualSwordEffect2->entity.curstate.rendermode = kRenderTransAdd;
					g_pDualSwordEffect2->entity.curstate.renderamt = 255;
					g_pDualSwordEffect2->entity.curstate.renderfx = 0;
					g_pDualSwordEffect2->entity.curstate.scale = 0.036;
					g_pDualSwordEffect2->entity.curstate.framerate = 20;

					g_pDualSwordEffect2->frameMax = 30;
					g_pDualSwordEffect2->die = gHUD.m_flTime + 9999.0f;

					g_pDualSwordEffect2->flags |= FTENT_PERSIST | FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP;
				}
				else
				{
					if (g_pDualSwordEffect1)
					{
						g_pDualSwordEffect1->die = 0.0;
						g_pDualSwordEffect1 = nullptr;
					}
					if (g_pDualSwordEffect2)
					{
						g_pDualSwordEffect2->die = 0.0;
						g_pDualSwordEffect2 = nullptr;
					}
				}
			}
		}
	}*/
	// transform the view offset by the model's matrix to get the offset from
	// model origin for the view
	bob = V_CalcBob ( pparams );
	if (cl_csgoviewmode->value)
	{
		bob1 = V_CalcBob1(pparams);
	}
	

	// refresh position
	VectorCopy ( pparams->simorg, pparams->vieworg );
	pparams->vieworg[2] += ( bob );
	VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg );

	if( pparams->health <= 0 )
	{
		VectorCopy( dead_viewangles, pparams->viewangles );
	}
	else
	{
		VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
	}

	gEngfuncs.V_CalcShake();
	gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 );

	// never let view origin sit exactly on a node line, because a water plane can
	// disappear when viewed with the eye exactly on it.
	// FIXME, we send origin at 1/128 now, change this?
	// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis

	pparams->vieworg[0] += 1.0/32;
	pparams->vieworg[1] += 1.0/32;
	pparams->vieworg[2] += 1.0/32;

	// Check for problems around water, move the viewer artificially if necessary
	// -- this prevents drawing errors in GL due to waves

	waterOffset = 0;
	if ( pparams->waterlevel >= 2 )
	{
		int		i, contents, waterDist, waterEntity;
		vec3_t	point;
		waterDist = cl_waterdist->value;

		if ( pparams->hardware )
		{
			waterEntity = gEngfuncs.PM_WaterEntity( pparams->simorg );
			if ( waterEntity >= 0 && waterEntity < pparams->max_entities )
			{
				pwater = gEngfuncs.GetEntityByIndex( waterEntity );
				if ( pwater && ( pwater->model != NULL ) )
				{
					waterDist += ( pwater->curstate.scale * 16 );	// Add in wave height
				}
			}
		}
		else
		{
			waterEntity = 0;	// Don't need this in software
		}

		VectorCopy( pparams->vieworg, point );

		// Eyes are above water, make sure we're above the waves
		if ( pparams->waterlevel == 2 )
		{
			point[2] -= waterDist;
			for ( i = 0; i < waterDist; i++ )
			{
				contents = gEngfuncs.PM_PointContents( point, NULL );
				if ( contents > CONTENTS_WATER )
					break;
				point[2] += 1;
			}
			waterOffset = (point[2] + waterDist) - pparams->vieworg[2];
		}
		else
		{
			// eyes are under water.  Make sure we're far enough under
			point[2] += waterDist;

			for ( i = 0; i < waterDist; i++ )
			{
				contents = gEngfuncs.PM_PointContents( point, NULL );
				if ( contents <= CONTENTS_WATER )
					break;
				point[2] -= 1;
			}
			waterOffset = (point[2] - waterDist) - pparams->vieworg[2];
		}
	}

	pparams->vieworg[2] += waterOffset;

	V_CalcViewRoll ( pparams );

	V_AddIdle ( pparams );

	// offsets
	if( pparams->health <= 0 )
	{
		VectorCopy( dead_viewangles, angles );
	}
	else
	{
		VectorCopy( pparams->cl_viewangles, angles );
	}

	AngleVectors ( angles, pparams->forward, pparams->right, pparams->up );

	// don't allow cheats in multiplayer
	if ( pparams->maxclients <= 1 )
	{
		for ( i=0 ; i<3 ; i++ )
		{
			pparams->vieworg[i] += scr_ofsx->value*pparams->forward[i] + scr_ofsy->value*pparams->right[i] + scr_ofsz->value*pparams->up[i];
		}
	}

	// Treating cam_ofs[2] as the distance
	/*if( CL_IsThirdPerson() )
	{
		vec3_t ofs;

		ofs[0] = ofs[1] = ofs[2] = 0.0;

		CL_CameraOffset( (float *)&ofs );

		VectorCopy( ofs, camAngles );
		camAngles[ ROLL ]	= 0;

		AngleVectors( camAngles, camForward, camRight, camUp );

		for ( i = 0; i < 3; i++ )
		{
			pparams->vieworg[ i ] += -ofs[2] * camForward[ i ];
		}
	}*/

	// Give gun our viewangles
	if( pparams->health <= 0 )
	{
		VectorCopy( dead_viewangles, view->angles );
	}
	else
	{
		VectorCopy ( pparams->cl_viewangles, view->angles );
	}

	Vector lastAngles = view->angles = pparams->cl_viewangles;

	// set up gun position
	V_CalcGunAngle ( pparams );

	// Use predicted origin as view origin.
	VectorCopy ( pparams->simorg, view->origin );
	view->origin[2] += ( waterOffset );
	VectorAdd( view->origin, pparams->viewheight, view->origin );

	// Let the viewmodel shake at about 10% of the amplitude
	gEngfuncs.V_ApplyShake( view->origin, view->angles, 0.9 );
	if (cl_csgoviewmode->value)
	{
		for (i = 0; i < 3; i++)
		{
			view->origin[i] += bob * 0.25 * pparams->right[i];
			view->origin[i] -= bob1 * 0.75 * pparams->forward[i];
			view->origin[i] -= bob1 * 0.5 * pparams->up[i];
		}
		
	}
	else
	{
		for (i = 0; i < 3; i++)
		{
			view->origin[i] += bob * 0.4 * pparams->forward[i];
		}
	}
	
	view->origin[2] += bob;
	// throw in a little tilt.
	view->angles[YAW]   -= bob * 0.5;
	view->angles[ROLL]  -= bob * 1;
	view->angles[PITCH] -= bob * 0.3;

	// pushing the view origin down off of the same X/Z plane as the ent's origin will give the
	// gun a very nice 'shifting' effect when the player looks up/down. If there is a problem
	// with view model distortion, this may be a cause. (SJB).
	view->origin[2] -= 1;

	// fudge position around to keep amount of weapon visible
	// roughly equal with different FOV
	if (pparams->viewsize == 110)
	{
		view->origin[2] += 1;
	}
	else if (pparams->viewsize == 100)
	{
		view->origin[2] += 2;
	}
	else if (pparams->viewsize == 90)
	{
		view->origin[2] += 1;
	}
	else if (pparams->viewsize == 80)
	{
		view->origin[2] += 0.5;
	}
	if (cl_csgoviewmode->value)
	{
		V_CalcViewModelLag(pparams, view->origin, view->angles, lastAngles);
	}
	// Don't allow viewmodel, if we are in sniper scope
	if( gHUD.m_iFOV <= 40 )
		view->model = NULL;

	// Add in the punchangle, if any
	pparams->viewangles = pparams->viewangles + pparams->punchangle;

#if 0
	// Include client side punch, too
	VectorAdd ( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles);

	V_DropPunchAngle ( pparams->frametime, (float *)&ev_punchangle );
#endif
	// smooth out stair step ups
#if 1
	if ( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0)
	{
		float steptime;

		steptime = pparams->time - lasttime;
		if (steptime < 0)
			//FIXME		I_Error ("steptime < 0");
			steptime = 0;

		oldz += steptime * 150;
		if (oldz > pparams->simorg[2])
			oldz = pparams->simorg[2];
		if (pparams->simorg[2] - oldz > 18)
			oldz = pparams->simorg[2]- 18;
		pparams->vieworg[2] += oldz - pparams->simorg[2];
		view->origin[2] += oldz - pparams->simorg[2];
	}
	else
	{
		oldz = pparams->simorg[2];
	}
#endif

	static float lastorg[3];
	vec3_t delta;

	VectorSubtract( pparams->simorg, lastorg, delta );

	if (delta.Length( ) != 0.0 )
	{
		VectorCopy( pparams->simorg, ViewInterp.Origins[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] );
		ViewInterp.OriginTime[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] = pparams->time;
		ViewInterp.CurrentOrigin++;

		VectorCopy( pparams->simorg, lastorg );
	}

	// Smooth out whole view in multiplayer when on trains, lifts
	if ( cl_vsmoothing && cl_vsmoothing->value &&
		 ( pparams->smoothing && ( pparams->maxclients > 1 ) ) )
	{
		int foundidx;
		int i;
		float t;

		if ( cl_vsmoothing->value < 0.0 )
		{
			gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 );
		}

		t = pparams->time - cl_vsmoothing->value;

		for ( i = 1; i < ORIGIN_MASK; i++ )
		{
			foundidx = ViewInterp.CurrentOrigin - 1 - i;
			if ( ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] <= t )
				break;
		}

		if ( i < ORIGIN_MASK &&  ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] != 0.0 )
		{
			// Interpolate
			vec3_t delta;
			double frac;
			double dt;
			vec3_t neworg;

			dt = ViewInterp.OriginTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ];
			if ( dt > 0.0 )
			{
				frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt;
				frac = min( 1.0, frac );
				VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta );
				VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg );

				// Don't interpolate large changes
				if (delta.Length() < 64 )
				{
					VectorSubtract( neworg, pparams->simorg, delta );

					VectorAdd( pparams->simorg, delta, pparams->simorg );
					VectorAdd( pparams->vieworg, delta, pparams->vieworg );
					VectorAdd( view->origin, delta, view->origin );

				}
			}
		}
	}

	// Store off v_angles before munging for third person
	v_angles = pparams->viewangles;
	v_lastAngles = pparams->viewangles;
	//	v_cl_angles = pparams->cl_viewangles;	// keep old user mouse angles !
#ifdef XASH_STATIC_GAMELIB
    if ( CL_IsThirdPerson_CL() )
#else
    if ( CL_IsThirdPerson() )
#endif
	{
		VectorCopy( camAngles, pparams->viewangles);
		float pitch = camAngles[ 0 ];

		// Normalize angles
		if ( pitch > 180 )
			pitch -= 360.0;
		else if ( pitch < -180 )
			pitch += 360;

		// Player pitch is inverted
		pitch /= -3.0;

		// Slam local player's pitch value
		ent->angles[ 0 ] = pitch;
		ent->curstate.angles[ 0 ] = pitch;
		ent->prevstate.angles[ 0 ] = pitch;
		ent->latched.prevangles[ 0 ] = pitch;
	}

	// override all previous settings if the viewent isn't the client
	if ( pparams->viewentity > pparams->maxclients )
	{
		cl_entity_t *viewentity;
		viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
		if ( viewentity )
		{
			VectorCopy( viewentity->origin, pparams->vieworg );
			VectorCopy( viewentity->angles, pparams->viewangles );

			// Store off overridden viewangles
			v_angles = pparams->viewangles;
		}
	}

	lasttime = pparams->time;

	v_origin = pparams->vieworg;
}

void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * finalAngle, float degreesPerSec )
{
	float absd,frac,d,threshold;

	NormalizeAngles( startAngle );
	NormalizeAngles( endAngle );

	for ( int i = 0 ; i < 3 ; i++ )
	{
		d = endAngle[i] - startAngle[i];

		if ( d > 180.0f )
		{
			d -= 360.0f;
		}
		else if ( d < -180.0f )
		{
			d += 360.0f;
		}

		absd = fabs(d);

		if ( absd > 0.01f )
		{
			frac = degreesPerSec * v_frametime;

			threshold= degreesPerSec / 4;

			if ( absd < threshold )
			{
				float h = absd / threshold;
				h *= h;
				frac*= h;  // slow down last degrees
			}

			if ( frac >  absd )
			{
				finalAngle[i] = endAngle[i];
			}
			else
			{
				if ( d>0)
					finalAngle[i] = startAngle[i] + frac;
				else
					finalAngle[i] = startAngle[i] - frac;
			}
		}
		else
		{
			finalAngle[i] = endAngle[i];
		}

	}

	NormalizeAngles( finalAngle );
}

// Get the origin of the Observer based around the target's position and angles
void V_GetChaseOrigin( float * angles, float * origin, float distance, float * returnvec )
{
	Vector vecStart, vecEnd;
	pmtrace_t *trace = nullptr;
	int maxLoops = 8;

	Vector forward, right, up;

	// trace back from the target using the player's view angles
	AngleVectors( angles, forward, right, up );
	forward = -forward;

	vecStart = Vector(origin);
	vecEnd = vecStart + forward * distance;

	int ignoreent = -1;	// first, ignore no entity
	cl_entity_t *ent = NULL;

	while( maxLoops > 0 )
	{
		trace = gEngfuncs.PM_TraceLine( vecStart, vecEnd, PM_TRACELINE_PHYSENTSONLY, 2, ignoreent );

		if( trace->ent <= 0 )
			break; // we hit the world or nothing, stop trace

		ent = gEngfuncs.GetEntityByIndex( PM_GetPhysEntInfo( trace->ent ));
		if( ent == NULL ) break;

		// hit non-player solid BSP, stop here
		if( ent->curstate.solid == SOLID_BSP && !ent->player )
			break;

		// if close enought to end pos, stop, otherwise continue trace
		if( trace->fraction < 1.0f )
		{
			break;
		}
		else
		{
			ignoreent = trace->ent;	// ignore last hit entity
			vecStart = trace->endpos;
		}
		maxLoops--;
	}

	VectorMA( trace->endpos, 8, trace->plane.normal, returnvec );
	v_lastDistance = (trace->endpos - Vector(origin)).Length();	// real distance without offset
}

void V_GetDeathCam(cl_entity_t * ent1, cl_entity_t * ent2, float * angle, float * origin)
{
	float newAngle[3];
	float newOrigin[3];
	static vec3_t nonDestructedOrigin;
	float distance = 168.0f;

	v_lastDistance += v_frametime * 96.0f;	// move unit per seconds back

	if ( v_resetCamera )
		v_lastDistance = 64.0f;

	if ( distance > v_lastDistance )
		distance = v_lastDistance;

	if (ent1->origin.x == 0 && ent1->origin.y == 0 && ent1->origin.z == 0)
		nonDestructedOrigin.CopyToArray(newOrigin);
	else
	{
		nonDestructedOrigin = ent1->origin;
		VectorCopy(ent1->origin, newOrigin);
	}

	if ( ent1->player )
		newOrigin[2]+= 17; // head level of living player

	// get new angle towards second target
	if ( ent2 )
	{
		VectorSubtract(ent2->origin, nonDestructedOrigin, newAngle);
		VectorAngles( newAngle, newAngle );
		newAngle[0] = -newAngle[0];
	}
	else
	{
		// if no second target is given, look down to dead player
		newAngle[0] = 90.0f;
		newAngle[1] = 0.0f;
		newAngle[2] = 0;
	}

	// and smooth view
	V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f );

	V_GetChaseOrigin( angle, newOrigin, distance, origin );

	VectorCopy(angle, v_lastAngles);
}

void V_GetSingleTargetCam(cl_entity_t * ent1, float * angle, float * origin)
{
	float newAngle[3]; float newOrigin[3];

	int flags 	   = gHUD.m_Spectator.m_iObserverFlags;

	// see is target is a dead player
	bool deadPlayer = ent1->player && (ent1->curstate.solid == SOLID_NOT);

	float dfactor   = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f;

	float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;

	// go away in final scenes or if player just died
	if ( flags & DRC_FLAG_FINAL )
		distance*=2.0f;
	else if ( deadPlayer )
		distance*=1.5f;

	// let v_lastDistance float smoothly away
	v_lastDistance+= v_frametime * 32.0f;	// move unit per seconds back

	if ( distance > v_lastDistance )
		distance = v_lastDistance;

	VectorCopy(ent1->origin, newOrigin);

	if ( ent1->player )
	{
		if ( deadPlayer )
			newOrigin[2]+= 2;	//laying on ground
		else
			newOrigin[2]+= 17; // head level of living player

	}
	else
		newOrigin[2]+= 8;	// object, tricky, must be above bomb in CS

	// we have no second target, choose view direction based on
	// show front of primary target
	VectorCopy(ent1->angles, newAngle);

	// show dead players from front, normal players back
	if ( flags & DRC_FLAG_FACEPLAYER )
		newAngle[1]+= 180.0f;


	newAngle[0]+= 12.5f * dfactor; // lower angle if dramatic

	// if final scene (bomb), show from real high pos
	if ( flags & DRC_FLAG_FINAL )
		newAngle[0] = 22.5f;

	// choose side of object/player
	if ( flags & DRC_FLAG_SIDE )
		newAngle[1]+=22.5f;
	else
		newAngle[1]-=22.5f;

	V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f );

	// HACK, if player is dead don't clip against his dead body, can't check this
	V_GetChaseOrigin( angle, newOrigin, distance, origin );
}

float MaxAngleBetweenAngles(  float * a1, float * a2 )
{
	float d, maxd = 0.0f;

	NormalizeAngles( a1 );
	NormalizeAngles( a2 );

	for ( int i = 0 ; i < 3 ; i++ )
	{
		d = a2[i] - a1[i];
		if ( d > 180 )
		{
			d -= 360;
		}
		else if ( d < -180 )
		{
			d += 360;
		}

		d = fabs(d);

		if ( d > maxd )
			maxd=d;
	}

	return maxd;
}

void V_GetDoubleTargetsCam(cl_entity_t	 * ent1, cl_entity_t * ent2,float * angle, float * origin)
{
	float newAngle[3]; float newOrigin[3]; float tempVec[3];

	int flags 	   = gHUD.m_Spectator.m_iObserverFlags;

	float dfactor   = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f;

	float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;

	// go away in final scenes or if player just died
	if ( flags & DRC_FLAG_FINAL )
		distance*=2.0f;

	// let v_lastDistance float smoothly away
	v_lastDistance+= v_frametime * 32.0f;	// move unit per seconds back

	if ( distance > v_lastDistance )
		distance = v_lastDistance;

	VectorCopy(ent1->origin, newOrigin);

	if ( ent1->player )
		newOrigin[2]+= 17; // head level of living player
	else
		newOrigin[2]+= 8;	// object, tricky, must be above bomb in CS

	// get new angle towards second target
	VectorSubtract( ent2->origin, ent1->origin, newAngle );

	VectorAngles( newAngle, newAngle );
	newAngle[0] = -newAngle[0];

	// set angle different in Dramtaic scenes
	newAngle[0]+= 12.5f * dfactor; // lower angle if dramatic

	if ( flags & DRC_FLAG_SIDE )
		newAngle[1]+=22.5f;
	else
		newAngle[1]-=22.5f;

	float d = MaxAngleBetweenAngles( v_lastAngles, newAngle );

	if ( ( d < v_cameraFocusAngle) && ( v_cameraMode == CAM_MODE_RELAX ) )
	{
		// difference is to small and we are in relax camera mode, keep viewangles
		VectorCopy(v_lastAngles, newAngle );
	}
	else if ( (d < v_cameraRelaxAngle) && (v_cameraMode == CAM_MODE_FOCUS) )
	{
		// we catched up with our target, relax again
		v_cameraMode = CAM_MODE_RELAX;
	}
	else
	{
		// target move too far away, focus camera again
		v_cameraMode = CAM_MODE_FOCUS;
	}

	// and smooth view, if not a scene cut
	if ( v_resetCamera || (v_cameraMode == CAM_MODE_RELAX) )
	{
		VectorCopy( newAngle, angle );
	}
	else
	{
		V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 180.0f );
	}

	V_GetChaseOrigin( newAngle, newOrigin, distance, origin );

	// move position up, if very close at target
	if ( v_lastDistance < 64.0f )
		origin[2]+= 16.0f*( 1.0f - (v_lastDistance / 64.0f ) );

	// calculate angle to second target
	VectorSubtract( ent2->origin, origin, tempVec );
	VectorAngles( tempVec, tempVec );
	tempVec[0] = -tempVec[0];

	/* take middle between two viewangles
	InterpolateAngles( newAngle, tempVec, newAngle, 0.5f); */



}

void V_GetDirectedChasePosition(cl_entity_t	 * ent1, cl_entity_t * ent2,float * angle, float * origin)
{

	if ( v_resetCamera )
	{
		v_lastDistance = 4096.0f;
		// v_cameraMode = CAM_MODE_FOCUS;
	}

	if ( ( ent2 == (cl_entity_t*)BAD_ENT_PTR) || ( ent1->player && (ent1->curstate.solid == SOLID_NOT) ) )
	{
		// we have no second target or player just died
		V_GetSingleTargetCam(ent1, angle, origin);
	}
	else if ( ent2 )
	{
		// keep both target in view
		V_GetDoubleTargetsCam( ent1, ent2, angle, origin );
	}
	else
	{
		// second target disappeard somehow (dead)

		// keep last good viewangle
		float newOrigin[3];

		int flags 	   = gHUD.m_Spectator.m_iObserverFlags;

		float dfactor   = ( flags & DRC_FLAG_DRAMATIC )? -1.0f : 1.0f;

		float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic;

		// go away in final scenes or if player just died
		if ( flags & DRC_FLAG_FINAL )
			distance*=2.0f;

		// let v_lastDistance float smoothly away
		v_lastDistance+= v_frametime * 32.0f;	// move unit per seconds back

		if ( distance > v_lastDistance )
			distance = v_lastDistance;

		VectorCopy(ent1->origin, newOrigin);

		if ( ent1->player )
			newOrigin[2]+= 17; // head level of living player
		else
			newOrigin[2]+= 8;	// object, tricky, must be above bomb in CS

		V_GetChaseOrigin( angle, newOrigin, distance, origin );
	}

	VectorCopy(angle, v_lastAngles);
}

void V_GetChasePos(int target, float * cl_angles, float * origin, float * angles)
{
	cl_entity_t	 *	ent = NULL;
	cl_entity_t *local = gEngfuncs.GetLocalPlayer();

	if ( target )
	{
		ent = gEngfuncs.GetEntityByIndex( target );
	}

	if (!ent)
	{
		// just copy a save in-map position
		VectorCopy ( vJumpAngles, angles );
		VectorCopy ( vJumpOrigin, origin );
		return;
	}


	if( ent->index == local->index )
	{
		if ( g_iUser3 && g_iUser3 != 1 )
			V_GetDeathCam( ent, gEngfuncs.GetEntityByIndex( g_iUser3 ),
						   angles, origin );
		else
			V_GetDeathCam( ent, NULL,
						   angles, origin );
	}
	else if ( gHUD.m_Spectator.m_autoDirector->value )
	{
		if ( g_iUser3 && g_iUser3 != 1 )
			V_GetDirectedChasePosition( ent, gEngfuncs.GetEntityByIndex( g_iUser3 ),
										angles, origin );
		else
			V_GetDirectedChasePosition( ent, (cl_entity_t*)BAD_ENT_PTR,
										angles, origin );
	}
	else
	{
		if ( cl_angles == NULL )	// no mouse angles given, use entity angles ( locked mode )
		{
			VectorCopy ( ent->angles, angles);
			angles[0]*=-1;
		}
		else
			VectorCopy ( cl_angles, angles);


		VectorCopy ( ent->origin, origin);

		origin[2]+= 28; // DEFAULT_VIEWHEIGHT - some offset

		V_GetChaseOrigin( angles, origin, cl_chasedist->value, origin );
	}

	v_resetCamera = false;
}

void V_ResetChaseCam()
{
	v_resetCamera = true;
}


void V_GetInEyePos(int target, float * origin, float * angles )
{
	if ( !target)
	{
		// just copy a save in-map position
		VectorCopy ( vJumpAngles, angles );
		VectorCopy ( vJumpOrigin, origin );
		return;
	};


	cl_entity_t	 * ent = gEngfuncs.GetEntityByIndex( target );

	if ( !ent )
		return;

	VectorCopy ( ent->origin, origin );
	VectorCopy ( ent->angles, angles );

	angles[PITCH]*=-3.0f;	// see CL_ProcessEntityUpdate()

	if ( ent->curstate.solid == SOLID_NOT )
	{
		angles[ROLL] = 80;	// dead view angle
		origin[2]+= -8 ; // PM_DEAD_VIEWHEIGHT
	}
	else if (ent->curstate.usehull == 1 )
		origin[2]+= 12; // VEC_DUCK_VIEW;
	else
		// exacty eye position can't be calculated since it depends on
		// client values like cl_bobcycle, this offset matches the default values
		origin[2]+= 28; // DEFAULT_VIEWHEIGHT
}

void V_GetMapFreePosition( float * cl_angles, float * origin, float * angles )
{
	vec3_t forward;
	vec3_t zScaledTarget;

	VectorCopy(cl_angles, angles);

	// modify angles since we don't wanna see map's bottom
	angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);

	zScaledTarget[0] = gHUD.m_Spectator.m_mapOrigin[0];
	zScaledTarget[1] = gHUD.m_Spectator.m_mapOrigin[1];
	zScaledTarget[2] = gHUD.m_Spectator.m_mapOrigin[2] * (( 90.0f - angles[0] ) / 90.0f );


	AngleVectors(angles, forward, NULL, NULL);

	VectorNormalize(forward);

	VectorMA(zScaledTarget, -( 4096.0f / gHUD.m_Spectator.m_mapZoom ), forward , origin);
}

void V_GetMapChasePosition(int target, float * cl_angles, float * origin, float * angles)
{
	vec3_t forward;

	if ( target )
	{
		cl_entity_t	 *	ent = gEngfuncs.GetEntityByIndex( target );

		if ( gHUD.m_Spectator.m_autoDirector->value )
		{
			// this is done to get the angles made by director mode
			V_GetChasePos(target, cl_angles, origin, angles);
			VectorCopy(ent->origin, origin);

			// keep fix chase angle horizontal
			angles[0] = 45.0f;
		}
		else
		{
			VectorCopy(cl_angles, angles);
			VectorCopy(ent->origin, origin);

			// modify angles since we don't wanna see map's bottom
			angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
		}
	}
	else
	{
		// keep out roaming position, but modify angles
		VectorCopy(cl_angles, angles);
		angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
	}

	origin[2] *= (( 90.0f - angles[0] ) / 90.0f );
	angles[2] = 0.0f;	// don't roll angle (if chased player is dead)

	AngleVectors(angles, forward, NULL, NULL);

	VectorNormalize(forward);

	VectorMA(origin, -1536, forward, origin);
}

int V_FindViewModelByWeaponModel( int iWeaponIndex )
{
	model_t *pWeaponModel = IEngineStudio.GetModelByIndex( iWeaponIndex );
	if ( pWeaponModel && pWeaponModel->name[0] )
	{
		static char szViewModelName[MAX_MODEL_NAME];
		strncpy( szViewModelName, pWeaponModel->name, sizeof( szViewModelName ) );

		char *szSub = strstr( szViewModelName, "/p_" );
		if( szSub )
		{
			// szSub pointer is a part of szViewModelName
			szSub[1] = 'v';
			return gEngfuncs.pEventAPI->EV_FindModelIndex(szViewModelName);
		}
		return 0;
	}
	else
		return 0;

}


/*
==================
V_CalcSpectatorRefdef

==================
*/
void V_CalcSpectatorRefdef ( struct ref_params_s * pparams )
{
	static vec3_t			velocity ( 0.0f, 0.0f, 0.0f);

	static int lastWeaponModelIndex = 0;
	static int lastViewModelIndex = 0;

	cl_entity_t	 * ent = gEngfuncs.GetEntityByIndex( g_iUser2 );

	pparams->onlyClientDraw = false;

	// refresh position
	VectorCopy ( pparams->simorg, v_sim_org );

	// get old values
	VectorCopy ( pparams->cl_viewangles, v_cl_angles );
	VectorCopy ( pparams->viewangles, v_angles );
	VectorCopy ( pparams->vieworg, v_origin );

	if ( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && ent )
	{
		// calculate player velocity
		float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time;

		if ( timeDiff > 0 )
		{
			vec3_t distance;
			VectorSubtract(ent->prevstate.origin, ent->curstate.origin, distance);
			VectorScale(distance, 1/timeDiff, distance );

			velocity[0] = velocity[0]*0.9f + distance[0]*0.1f;
			velocity[1] = velocity[1]*0.9f + distance[1]*0.1f;
			velocity[2] = velocity[2]*0.9f + distance[2]*0.1f;

			VectorCopy(velocity, pparams->simvel);
		}

		// predict missing client data and set weapon model ( in HLTV mode or inset in eye mode )
		if ( gEngfuncs.IsSpectateOnly() )
		{
			V_GetInEyePos( g_iUser2, pparams->simorg, pparams->cl_viewangles );

			pparams->health = 1;

			cl_entity_t	*gunModel = gEngfuncs.GetViewModel();

			if ( lastWeaponModelIndex != ent->curstate.weaponmodel )
			{
				// weapon model changed

				lastWeaponModelIndex = ent->curstate.weaponmodel;
				lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex );
				if ( lastViewModelIndex )
				{
					gEngfuncs.pfnWeaponAnim(0,0);	// reset weapon animation
				}
				else
				{
					// model not found
					gunModel->model = NULL;	// disable weapon model
					lastWeaponModelIndex = lastViewModelIndex = 0;
				}
			}

			if ( lastViewModelIndex )
			{
				gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex );
				gunModel->curstate.modelindex = lastViewModelIndex;
				gunModel->curstate.frame = 0;
				gunModel->curstate.colormap = 0;
				gunModel->index = g_iUser2;
			}
			else
			{
				gunModel->model = NULL;	// disable weaopn model
			}
		}
		else
		{
			// only get viewangles from entity
			VectorCopy ( ent->angles, pparams->cl_viewangles );
			pparams->cl_viewangles[PITCH]*=-3.0f;	// see CL_ProcessEntityUpdate()
		}
	}

	v_frametime = pparams->frametime;

	if ( pparams->nextView == 0 )
	{
		// first renderer cycle, full screen

		switch ( g_iUser1 )
		{
		case OBS_CHASE_LOCKED:
			V_GetChasePos( g_iUser2, NULL, v_origin, v_angles );
			break;

		case OBS_CHASE_FREE:
			V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles );
			break;

		case OBS_ROAMING:
			VectorCopy (v_cl_angles, v_angles);
			VectorCopy (v_sim_org, v_origin);
			break;

		case OBS_IN_EYE:
			V_CalcNormalRefdef ( pparams );
			break;

		case OBS_MAP_FREE:
			pparams->onlyClientDraw = true;
			V_GetMapFreePosition( v_cl_angles, v_origin, v_angles );
			break;

		case OBS_MAP_CHASE:
			pparams->onlyClientDraw = true;
			V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles );
			break;
		}

		if ( gHUD.m_Spectator.m_pip->value )
			pparams->nextView = 1;	// force a second renderer view

		gHUD.m_Spectator.m_iDrawCycle = 0;

	}
	else
	{
		// second renderer cycle, inset window

		// set inset parameters
		pparams->viewport[0] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowX);	// change viewport to inset window
		pparams->viewport[1] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowY);
		pparams->viewport[2] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowWidth);
		pparams->viewport[3] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowHeight);
		pparams->nextView	 = 0;	// on further view

		// override some settings in certain modes
		switch ( (int)gHUD.m_Spectator.m_pip->value )
		{
		case INSET_CHASE_FREE:
			V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles );
			break;

		case INSET_IN_EYE:
			V_CalcNormalRefdef ( pparams );
			break;

		case INSET_MAP_FREE:
			pparams->onlyClientDraw = true;
			V_GetMapFreePosition( v_cl_angles, v_origin, v_angles );
			break;

		case INSET_MAP_CHASE:
			pparams->onlyClientDraw = true;

			if ( g_iUser1 == OBS_ROAMING )
				V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles );
			else
				V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles );

			break;
		}

		gHUD.m_Spectator.m_iDrawCycle = 1;
	}

	// write back new values into pparams
	VectorCopy ( v_cl_angles, pparams->cl_viewangles );
	VectorCopy ( v_angles, pparams->viewangles );
	VectorCopy ( v_origin, pparams->vieworg );
}

void V_CalcThirdPersonRefdef( ref_params_t *pparams )
{
	static float lasttime, oldz = 0;

	pparams->vieworg = pparams->simorg;
	pparams->vieworg = pparams->vieworg + pparams->viewheight;
	pparams->viewangles = pparams->cl_viewangles + pparams->punchangle + ev_punchangle;

	v_angles = pparams->viewangles;
	v_lastAngles = pparams->viewangles;

	// never let view origin sit exactly on a node line, because a water plane can
	// disappear when viewed with the eye exactly on it.
	// FIXME, we send origin at 1/128 now, change this?
	// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
	pparams->vieworg[0] += 1.0f / 32;
	pparams->vieworg[1] += 1.0f / 32;
	pparams->vieworg[2] += 1.0f / 32;

	// this is smooth stair climbing in thirdperson mode but not affected for client model :(
	if( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0.0f )
	{
		float steptime;

		steptime = pparams->time - lasttime;
		if( steptime < 0 ) steptime = 0;

		oldz += steptime * 150.0f;

		if( oldz > pparams->simorg[2] )
			oldz = pparams->simorg[2];
		if( pparams->simorg[2] - oldz > pparams->movevars->stepsize )
			oldz = pparams->simorg[2] - pparams->movevars->stepsize;

		pparams->vieworg[2] += oldz - pparams->simorg[2];
	}
	else
	{
		oldz = pparams->simorg[2];
	}

	lasttime = pparams->time;

	V_GetChaseOrigin( pparams->viewangles, pparams->vieworg, cl_chasedist->value, pparams->vieworg );

	float pitch = pparams->viewangles[PITCH];

	// normalize angles
	if( pitch > 180.0f )
		pitch -= 360.0f;
	else if( pitch < -180.0f )
		pitch += 360.0f;

	// player pitch is inverted
	pitch /= -3.0;

	cl_entity_t *ent = gEngfuncs.GetLocalPlayer();

	// slam local player's pitch value
	ent->angles[PITCH] = pitch;
	ent->curstate.angles[PITCH] = pitch;
	ent->prevstate.angles[PITCH] = pitch;
	ent->latched.prevangles[PITCH] = pitch;
}

#ifdef XASH_STATIC_GAMELIB
void DLLEXPORT V_CalcRefdef_CL( struct ref_params_s *pparams )
#else
void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams )
#endif
{
	// intermission / finale rendering
	if ( pparams->intermission )
	{
		V_CalcIntermissionRefdef ( pparams );
	}
	else if ( pparams->spectator || g_iUser1 )	// g_iUser true if in spectator mode
	{
		V_CalcSpectatorRefdef ( pparams );
	}
#ifdef XASH_STATIC_GAMELIB
    else if ( CL_IsThirdPerson_CL() )
#else
    else if ( CL_IsThirdPerson() )
#endif
	{
		V_CalcThirdPersonRefdef ( pparams );
	}
	else
	{
		V_CalcNormalRefdef ( pparams );
	}
}

/*
=============
V_Init
=============
*/
void V_Init (void)
{
	//gEngfuncs.pfnAddCommand ("centerview", V_StartPitchDrift );

	scr_ofsx			= gEngfuncs.pfnRegisterVariable( "scr_ofsx","0", 0 );
	scr_ofsy			= gEngfuncs.pfnRegisterVariable( "scr_ofsy","0", 0 );
	scr_ofsz			= gEngfuncs.pfnRegisterVariable( "scr_ofsz","0", 0 );

	v_centermove		= gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 );
	v_centerspeed		= gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 );
	cl_weaponlag		= gEngfuncs.pfnRegisterVariable("cl_weaponlag", "0.3", 0);
	cl_bobcycle			= gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb)
	cl_bob				= gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb)
	cl_bobup			= gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 );
	cl_csgoviewmode		= gEngfuncs.pfnRegisterVariable("cl_csgoviewmode", "0", 0);
	cl_waterdist		= gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 );
	cl_chasedist		= gEngfuncs.pfnRegisterVariable( "cl_chasedist","112", 0 );
}
